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- sky positioning tweaks.
It does not use the panning info of the wall and needs a texture height relative adjustment.
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92bb9c5319
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2 changed files with 3 additions and 8 deletions
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@ -42,8 +42,6 @@ FGameTexture* GetSkyTexture(int basetile, int lognumtiles, const int16_t* tilema
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void initSkyInfo(HWDrawInfo *di, HWSkyInfo* sky, sectortype* sector, int plane, PalEntry FadeColor)
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{
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int picnum = plane == plane_ceiling ? sector->ceilingpicnum : sector->floorpicnum;
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float xpanning = plane == plane_ceiling ? sector->ceilingxpan_ : sector->floorxpan_;
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float ypanning = plane == plane_ceiling ? sector->ceilingypan_ : sector->floorypan_;
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int32_t dapyscale = 0, dapskybits = 0, dapyoffs = 0, daptileyscale = 0;
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FGameTexture* skytex = nullptr;
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@ -58,13 +56,10 @@ void initSkyInfo(HWDrawInfo *di, HWSkyInfo* sky, sectortype* sector, int plane,
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else skytex = tileGetTexture(picnum);
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}
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float t = (float)((1 << (sizeToBits(tileWidth(picnum)))) << dapskybits);
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int ti = (1 << (sizeToBits(tileHeight(picnum)))); if (ti != tileHeight(picnum)) ti += ti;
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// dapyscale is not relvant for a sky dome.
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sky->y_scale = FixedToFloat(daptileyscale);
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sky->y_offset = dapyoffs*2 + (ypanning * ti / 64.f);
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sky->x_offset = xpanning / (1 << (realskybits - dapskybits));
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sky->y_offset = dapyoffs*2;
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sky->x_offset = 0;// xpanning / (1 << (realskybits - dapskybits));
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sky->fadecolor = FadeColor;
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sky->shade = 0;// clamp(plane == plane_ceiling ? sector->ceilingshade : sector->floorshade, 0, numshades - 1);
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sky->texture = skytex;
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@ -69,7 +69,7 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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modelMatrix.loadIdentity();
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modelMatrix.rotate(-180.0f + origin->x_offset, 0.f, 1.f, 0.f);
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modelMatrix.translate(0.f, (-40 + texskyoffset) * skyoffsetfactor, 0.f);
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modelMatrix.translate(0.f, -40 + texskyoffset + (tex->GetTexelHeight() - 300) / 2 * skyoffsetfactor, 0.f);
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//modelMatrix.scale(1.f, 0.8f * 1.17f, 1.f);
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textureMatrix.loadIdentity();
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textureMatrix.scale(-1.f, 0.5, 1.f);
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